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Patch 1.3 on PTR - Page 134

Forum Index > SC2 General
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Excludos
Profile Blog Joined April 2010
Norway8243 Posts
February 28 2011 12:57 GMT
#2661
On February 28 2011 21:32 DeCoder wrote:
Show nested quote +
On February 28 2011 20:59 Greentellon wrote:

Keyword is untargetable. If something can't be targeted, the units will not attack it. Banelings will not explode during that 1,5s.


But you can still detonate them manually within that 1.5 second?


No, you can not target your own units either.
ohlala
Profile Joined October 2007
Germany232 Posts
February 28 2011 13:47 GMT
#2662
buffing chargelots? really? on my level they seemed to be very viable, especially in the late game. it's a tier 1(1/2) unit after all.
Cabinet Sanchez
Profile Joined February 2011
Australia1097 Posts
February 28 2011 13:53 GMT
#2663
On February 28 2011 10:31 Ksi wrote:
Show nested quote +
On February 28 2011 10:08 Serpico wrote:
On February 28 2011 10:06 skrzmark wrote:
On February 28 2011 10:02 doomed wrote:
On February 28 2011 10:01 tsuxiit wrote:
On February 28 2011 09:59 DarkPlasmaBall wrote:
On February 28 2011 07:38 skrzmark wrote:
Keep the amulet but make storm cost 80 energy how hard is that?


As a Protoss player, I approve this message.

Getting rid of the amulet entirely is crazy. We need to wait... what, 40 seconds to be able to use a single storm without the upgrade? I'm supposed to waste all my gas and build nothing but zealots that far in advance if I *think* the Terran bio ball is going to move out?


LOL, welcome to playing Zerg!


haha yeah that is exactly how Zerg works.. all damn game. And if you guess wrong once within the first 15mins you lose the match.


The game is not intended for all of the 3 races to act the same.



It's also not intended to have them have hugely different degrees of difficulty.


If only Blizzard actually agreed with this totally rational assertion.


Yep, I play P but it just seems in your face obvious that for a Z to win they need to have significantly more skill than P or T - in APM alone, let alone unit composition. Talk about a race with limited options. I feel so sorry for Z, must be very boring to play :/
Cabinet Sanchez
Profile Joined February 2011
Australia1097 Posts
February 28 2011 13:57 GMT
#2664
On February 28 2011 11:59 Sek-Kuar wrote:
Show nested quote +
On February 28 2011 11:52 abominare wrote:
im sorry but isnt 44 secs the game time? in real time thats what 25ish seconds? Thats really not bad considering youre not having to wait the full production time to get the actual unit.

Seems like it just means you need to actually plan when and how many templar you need instead of getting on demand storms throughout the fight.


Imagine the QQ if i could just teleport in emp whenever i wanted?



I dont want to imagine such a thing, that would be horrible


Infestor with upgrade needs 50 seconds before he can cast FG, and he also has to travel Hatch -> Battle
HT without upgrade needs 49,4 seconds to cast Storm and is teleported where needed


And Protoss are still raging :o


This change is going to balance casters. Thats IMO good thing. If game will be imbalanced by this, then Blizzard can balance it around this change. But Protoss already have Warp-in (which basically serves as almost +25 energy upgrade + teleport) so they should not have separate upgrade too.


No, this change might balance one of the casters.
Ghost can still snipe, call down a nuke, cast EMP without researching it, go invisible...........
It's certainly not going to balance anything for all casters.
Zorkmid
Profile Joined November 2008
4410 Posts
February 28 2011 14:00 GMT
#2665
Seems from the patch notes that the reset will come at the start of this patch? Thoughts?
sleepingdog
Profile Joined August 2008
Austria6145 Posts
February 28 2011 14:08 GMT
#2666
On February 28 2011 23:00 Zorkmid wrote:
Seems from the patch notes that the reset will come at the start of this patch? Thoughts?


Placement within a division will still be worth exactly nothing with some divisions being stacked and some...not. So unless with the reset there will be a "real" ladder that comprises each and every player within a league, the system still isn't even close to elo-ratings that have existed for ages.

What's very good though is that the accumulated bonus points finally get deleted for everyone. This means points will start to matter again, at least during the first few weeks. Right now when a 2k master beats a 3k, it could very well be that the 2k is indeed way better but just hasn't used his bonus pool.
Nevertheless we, again, have to get used to, say, being above 1k means high level...like it was back in July/August when there was a very low point-inflation.
"You see....YOU SEE..." © 2010 Sen
Cabinet Sanchez
Profile Joined February 2011
Australia1097 Posts
February 28 2011 14:17 GMT
#2667
On February 28 2011 18:14 sleepingdog wrote:
What bothers me the most is the recent trend at Blizzard to just REMOVE stuff that turned out to be problematic.

Yes, I as a toss player admit that some warped in templars late-game can really finish a game even if the terran has macroed well the whole time. There's something wrong about that, definitely. Nevertheless simply REMOVING a strategic option is, in my humble opinion, never a good approach to anything. Flux vanes were insanely strong vs zerg lategame, and still, just removing them lowered the amount of strategies available. So will the removal of the amulet.

I would really prefer if Blizz tried to fix supposedly imbalanced upgrades/etc. by either reworking it or buffing counters. For example, why not add a expensive upgrade for ghosts that increases the radious of EMP? So that one ghost might get more templars? Just some crazy thinking, but this would actually increase the strategic depth of the game, removing stuff always decreases it...by...well...definition, you could say.



I have to quite genuinely and seriously ponder here though, does anyone think that there's already a lot of units and options in this game. What on earth are they going to put in for TWO expansion packs? There's going to be so many units with crossover skills (like the Thor for example)
GinDo
Profile Blog Joined September 2010
3327 Posts
February 28 2011 14:27 GMT
#2668
On February 28 2011 17:41 Shikyo wrote:
Show nested quote +
On February 28 2011 17:35 Lucid90 wrote:
On February 28 2011 17:32 Aequos wrote:
On February 28 2011 17:28 Lucid90 wrote:
On February 28 2011 15:26 Kindred wrote:
There was KA in BW. It increased the starting energy of HT from 50 to 62. Not enough for instant storm but a hell of a lot better than having to wait 50 to 75.

Either way, what is really frustrating is that they decisions Blizzard makes are only making the game more one dimensional but cutting out units. Every Protoss will basically do Colossus now, which is really sad. I wouldnt spend 400/550 to have a unit that rolls its thumbs for 45 second before it can do what I really need it for.


I don't think you've ever played BW....
The ammulet in BW increased the maximum energy of templars to 250 from 200, but it didn't increase the starting energy. All templars spawned with 50 energy, regardless if they had the upgrade or not....


As been said before, it increased the maximum energy to 250, but all caster units in BW spawned with 25% of their maximum energy. 25% * 250 = ~62 energy.

I personally think that a reduction to the energy of all +starting energy upgrades to +20 instead of +25 would've made no difference to anyone but Protoss, but would've made the 'instant-warp-in-storm' less of an issue. As it is, I shall be building only the hated colossi.


But it doesn't, I just oppened but sc and checked, all templars spawn with 50 energy regardless of the upgrade or not, this 25% of the energy spawned is not true.

Go play BW and check for your self

What? I just tested it and it was 62.



Personally i think they should do this to all spell casters. It not only makes big spells like Yamato and HSM more viable. But is a balencer for Storm, EMP, and FG. I also personally believe that FG and EMP should be researched.

Ammy removal is to much. They should just do it BW style. More energy to be banked and a little more starting energy.
ⱩŦ ƑⱠẬ$Ħ / ƩǤ ɈƩẬƉØƝǤ [ɌȻ] / ȊṂ.ṂṼⱣ / ẬȻƩɌ.ȊƝƝØṼẬŦȊØƝ / ẬȻƩɌ.ϟȻẬɌⱠƩŦŦ ϟⱠẬɎƩɌϟ ȻⱠẬƝ
Gunman_csz
Profile Blog Joined October 2008
United Arab Emirates492 Posts
February 28 2011 14:43 GMT
#2669
On February 28 2011 23:27 GinDo wrote:
Show nested quote +
On February 28 2011 17:41 Shikyo wrote:
On February 28 2011 17:35 Lucid90 wrote:
On February 28 2011 17:32 Aequos wrote:
On February 28 2011 17:28 Lucid90 wrote:
On February 28 2011 15:26 Kindred wrote:
There was KA in BW. It increased the starting energy of HT from 50 to 62. Not enough for instant storm but a hell of a lot better than having to wait 50 to 75.

Either way, what is really frustrating is that they decisions Blizzard makes are only making the game more one dimensional but cutting out units. Every Protoss will basically do Colossus now, which is really sad. I wouldnt spend 400/550 to have a unit that rolls its thumbs for 45 second before it can do what I really need it for.


I don't think you've ever played BW....
The ammulet in BW increased the maximum energy of templars to 250 from 200, but it didn't increase the starting energy. All templars spawned with 50 energy, regardless if they had the upgrade or not....


As been said before, it increased the maximum energy to 250, but all caster units in BW spawned with 25% of their maximum energy. 25% * 250 = ~62 energy.

I personally think that a reduction to the energy of all +starting energy upgrades to +20 instead of +25 would've made no difference to anyone but Protoss, but would've made the 'instant-warp-in-storm' less of an issue. As it is, I shall be building only the hated colossi.


But it doesn't, I just oppened but sc and checked, all templars spawn with 50 energy regardless of the upgrade or not, this 25% of the energy spawned is not true.

Go play BW and check for your self

What? I just tested it and it was 62.



Personally i think they should do this to all spell casters. It not only makes big spells like Yamato and HSM more viable. But is a balencer for Storm, EMP, and FG. I also personally believe that FG and EMP should be researched.

Ammy removal is to much. They should just do it BW style. More energy to be banked and a little more starting energy.


Seriously?
I also personally believe Forcefield and Feedback should be researched, ROFL
Began Starcraft journey on 5th May 2009
kickinhead
Profile Joined December 2008
Switzerland2069 Posts
February 28 2011 14:53 GMT
#2670
I really have no Idea what Blizzard is doing atm. cuz the balance-changes are just hilarious, there are soooo many obvious things Blizzard NEEDS to improve, yet they make those arbitrary changes no1 asked for...

What I think is just blatantly obvious and needs to be changed asap:

- Collossi VS Zerg: either buff corruptors or nerf Collossi, one of them just needs to be done!
- Neural parasite: Almost everyone agrees that the speel is too weak atm.
- Hunter Seeker Missile: Have we ever seen this one used in the last few months? Why doesn't Blizzard change it if it's obivously completely useless?
- Ultras are too weak
- Zerg T3 is extremely weak, especially with Ultras being nerfed and Broodlords aren't that good either against most Lategame-compositions. In addition to that, Zerg has the weakest Maxed out Army anyways.
- Protoss Deathball: Sth. needs to be done about Collossi+VR's+Stalkers, maybe buff Corruptors or sth. like that.
- Hydras: They are just completely useless offensively in most situations and get sooo easily hard-countered by Collossi - it's just not balanced anymore.
- Carriers: C'mon Blizzard - no1 uses them, there is obivously sth. wrong with them!
https://soundcloud.com/thesamplethief
BeMannerDuPenner
Profile Blog Joined April 2004
Germany5638 Posts
February 28 2011 14:57 GMT
#2671
On February 28 2011 23:53 kickinhead wrote:
I really have no Idea what Blizzard is doing atm. cuz the balance-changes are just hilarious, there are soooo many obvious things Blizzard NEEDS to improve, yet they make those arbitrary changes no1 asked for...


yeah there is much more in the game that could/needs to be tweaked.

but all the changes in this patch are a step in the right direction (except the fungal change which i think is not needed and possibly overpowered in some situations) so we should atleast give them that.
life of lively to live to life of full life thx to shield battery
dafnay
Profile Joined May 2010
Angola375 Posts
February 28 2011 14:57 GMT
#2672
On February 28 2011 23:53 kickinhead wrote:
I really have no Idea what Blizzard is doing atm. cuz the balance-changes are just hilarious, there are soooo many obvious things Blizzard NEEDS to improve, yet they make those arbitrary changes no1 asked for...

What I think is just blatantly obvious and needs to be changed asap:

- Collossi VS Zerg: either buff corruptors or nerf Collossi, one of them just needs to be done!
- Neural parasite: Almost everyone agrees that the speel is too weak atm.
- Hunter Seeker Missile: Have we ever seen this one used in the last few months? Why doesn't Blizzard change it if it's obivously completely useless?
- Ultras are too weak
- Zerg T3 is extremely weak, especially with Ultras being nerfed and Broodlords aren't that good either against most Lategame-compositions. In addition to that, Zerg has the weakest Maxed out Army anyways.
- Protoss Deathball: Sth. needs to be done about Collossi+VR's+Stalkers, maybe buff Corruptors or sth. like that.
- Hydras: They are just completely useless offensively in most situations and get sooo easily hard-countered by Collossi - it's just not balanced anymore.
- Carriers: C'mon Blizzard - no1 uses them, there is obivously sth. wrong with them!


wtf? corrupt are already very effective against colossi -.-
Aspect1123
Profile Joined December 2010
7 Posts
February 28 2011 14:59 GMT
#2673
This patch makes me sadface... Were that many people complaining about my archon toilet?

I really really think the mothership nerf is completely unnecessary only giving reason for us to use the mothership less and less. The infestor "nerf" is really also a buff depending on how you look at it. It deals more damage, you can lead the shot but the units arent held in place for as long as they used to....
GinDo
Profile Blog Joined September 2010
3327 Posts
February 28 2011 15:00 GMT
#2674
On February 28 2011 23:43 Gunman_csz wrote:
Show nested quote +
On February 28 2011 23:27 GinDo wrote:
On February 28 2011 17:41 Shikyo wrote:
On February 28 2011 17:35 Lucid90 wrote:
On February 28 2011 17:32 Aequos wrote:
On February 28 2011 17:28 Lucid90 wrote:
On February 28 2011 15:26 Kindred wrote:
There was KA in BW. It increased the starting energy of HT from 50 to 62. Not enough for instant storm but a hell of a lot better than having to wait 50 to 75.

Either way, what is really frustrating is that they decisions Blizzard makes are only making the game more one dimensional but cutting out units. Every Protoss will basically do Colossus now, which is really sad. I wouldnt spend 400/550 to have a unit that rolls its thumbs for 45 second before it can do what I really need it for.


I don't think you've ever played BW....
The ammulet in BW increased the maximum energy of templars to 250 from 200, but it didn't increase the starting energy. All templars spawned with 50 energy, regardless if they had the upgrade or not....


As been said before, it increased the maximum energy to 250, but all caster units in BW spawned with 25% of their maximum energy. 25% * 250 = ~62 energy.

I personally think that a reduction to the energy of all +starting energy upgrades to +20 instead of +25 would've made no difference to anyone but Protoss, but would've made the 'instant-warp-in-storm' less of an issue. As it is, I shall be building only the hated colossi.


But it doesn't, I just oppened but sc and checked, all templars spawn with 50 energy regardless of the upgrade or not, this 25% of the energy spawned is not true.

Go play BW and check for your self

What? I just tested it and it was 62.



Personally i think they should do this to all spell casters. It not only makes big spells like Yamato and HSM more viable. But is a balencer for Storm, EMP, and FG. I also personally believe that FG and EMP should be researched.

Ammy removal is to much. They should just do it BW style. More energy to be banked and a little more starting energy.


Seriously?
I also personally believe Forcefield and Feedback should be researched, ROFL


Well the problem is Forcefield is neccessary for PvT and a research would highly imbalence the game in Terrans Favor. It will also kill Sentry expanding.

Your mostlikely QQing about Forcefield because of ForceField Collosi mix. Which is Late game thus a research wouldn't change crap. Research would only change early game.

Second FeedBack isn;t really that big of a game changing ability like FG EMP and Storm. Its good no doubt but its one of those handy spells like Snipe, AutoTurret, and Infested Terran.
ⱩŦ ƑⱠẬ$Ħ / ƩǤ ɈƩẬƉØƝǤ [ɌȻ] / ȊṂ.ṂṼⱣ / ẬȻƩɌ.ȊƝƝØṼẬŦȊØƝ / ẬȻƩɌ.ϟȻẬɌⱠƩŦŦ ϟⱠẬɎƩɌϟ ȻⱠẬƝ
GinDo
Profile Blog Joined September 2010
3327 Posts
February 28 2011 15:05 GMT
#2675
On February 28 2011 23:59 Aspect1123 wrote:
This patch makes me sadface... Were that many people complaining about my archon toilet?

I really really think the mothership nerf is completely unnecessary only giving reason for us to use the mothership less and less. The infestor "nerf" is really also a buff depending on how you look at it. It deals more damage, you can lead the shot but the units arent held in place for as long as they used to....


Mothership is a support unit not a gamebreaker. Its to easy to do and its Retarded.

The Infestor is a buff, and anyone who says the projectile is a nerf. Not really becasue now you can pre-plan your Fungals thus extendeding the range by 1-2 if your good.

People cry to much. These are actually pretty good patches. Whats funny is that Terran seem to cry the least.

One step at a Time poeple. Games take time to balence. At least Blizzard hasn't abandoned us like other RTS's do.
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ShadowLegacy
Profile Joined November 2010
Canada55 Posts
February 28 2011 15:13 GMT
#2676
While agree that something needed to be changed concerning warp in storms I think they went a little over-kill.

Few things that people need to take into account:

Yes warp in storms needed a nerf. The problem is and always will be the relationship with EMP.
Getting rid of the warp-in storms while doing nothing to EMP breaks the relationship between the two and renders HT tech useless. Who in their right mind will tech to something that can be completed countered by 2-3 good emps ?
- Either they need to bring back the BW amulet, or re-work EMP.

Overpowered
Profile Joined January 2011
Czech Republic764 Posts
February 28 2011 15:15 GMT
#2677
On February 28 2011 23:43 Gunman_csz wrote:
Show nested quote +
On February 28 2011 23:27 GinDo wrote:
On February 28 2011 17:41 Shikyo wrote:
On February 28 2011 17:35 Lucid90 wrote:
On February 28 2011 17:32 Aequos wrote:
On February 28 2011 17:28 Lucid90 wrote:
On February 28 2011 15:26 Kindred wrote:
There was KA in BW. It increased the starting energy of HT from 50 to 62. Not enough for instant storm but a hell of a lot better than having to wait 50 to 75.

Either way, what is really frustrating is that they decisions Blizzard makes are only making the game more one dimensional but cutting out units. Every Protoss will basically do Colossus now, which is really sad. I wouldnt spend 400/550 to have a unit that rolls its thumbs for 45 second before it can do what I really need it for.


I don't think you've ever played BW....
The ammulet in BW increased the maximum energy of templars to 250 from 200, but it didn't increase the starting energy. All templars spawned with 50 energy, regardless if they had the upgrade or not....


As been said before, it increased the maximum energy to 250, but all caster units in BW spawned with 25% of their maximum energy. 25% * 250 = ~62 energy.

I personally think that a reduction to the energy of all +starting energy upgrades to +20 instead of +25 would've made no difference to anyone but Protoss, but would've made the 'instant-warp-in-storm' less of an issue. As it is, I shall be building only the hated colossi.


But it doesn't, I just oppened but sc and checked, all templars spawn with 50 energy regardless of the upgrade or not, this 25% of the energy spawned is not true.

Go play BW and check for your self

What? I just tested it and it was 62.



Personally i think they should do this to all spell casters. It not only makes big spells like Yamato and HSM more viable. But is a balencer for Storm, EMP, and FG. I also personally believe that FG and EMP should be researched.

Ammy removal is to much. They should just do it BW style. More energy to be banked and a little more starting energy.


Seriously?
I also personally believe Forcefield and Feedback should be researched, ROFL

Research Feedback and Forcefield? U mad? Try to hold of as Toss some 2rax/scv/marine all ins without blocking ramp with FF. Impossible. FF is only thing keeping Protoss alive until splash damage.

And Feedback - why? It is not gamechanging spell, so why?



Just another gold Protoss...
MeowMeowMeow
Profile Joined February 2011
8 Posts
February 28 2011 15:17 GMT
#2678
On February 28 2011 23:53 kickinhead wrote:
I really have no Idea what Blizzard is doing atm. cuz the balance-changes are just hilarious, there are soooo many obvious things Blizzard NEEDS to improve, yet they make those arbitrary changes no1 asked for...

What I think is just blatantly obvious and needs to be changed asap:

- Collossi VS Zerg: either buff corruptors or nerf Collossi, one of them just needs to be done!
- Neural parasite: Almost everyone agrees that the speel is too weak atm.
- Hunter Seeker Missile: Have we ever seen this one used in the last few months? Why doesn't Blizzard change it if it's obivously completely useless?
- Ultras are too weak
- Zerg T3 is extremely weak, especially with Ultras being nerfed and Broodlords aren't that good either against most Lategame-compositions. In addition to that, Zerg has the weakest Maxed out Army anyways.
- Protoss Deathball: Sth. needs to be done about Collossi+VR's+Stalkers, maybe buff Corruptors or sth. like that.
- Hydras: They are just completely useless offensively in most situations and get sooo easily hard-countered by Collossi - it's just not balanced anymore.
- Carriers: C'mon Blizzard - no1 uses them, there is obivously sth. wrong with them!


so basically:

- Buff Z
- Remove the stuff you don't use

uSnAmplified
Profile Joined October 2010
United States1029 Posts
February 28 2011 15:26 GMT
#2679
On March 01 2011 00:17 MeowMeowMeow wrote:
Show nested quote +
On February 28 2011 23:53 kickinhead wrote:
I really have no Idea what Blizzard is doing atm. cuz the balance-changes are just hilarious, there are soooo many obvious things Blizzard NEEDS to improve, yet they make those arbitrary changes no1 asked for...

What I think is just blatantly obvious and needs to be changed asap:

- Collossi VS Zerg: either buff corruptors or nerf Collossi, one of them just needs to be done!
- Neural parasite: Almost everyone agrees that the speel is too weak atm.
- Hunter Seeker Missile: Have we ever seen this one used in the last few months? Why doesn't Blizzard change it if it's obivously completely useless?
- Ultras are too weak
- Zerg T3 is extremely weak, especially with Ultras being nerfed and Broodlords aren't that good either against most Lategame-compositions. In addition to that, Zerg has the weakest Maxed out Army anyways.
- Protoss Deathball: Sth. needs to be done about Collossi+VR's+Stalkers, maybe buff Corruptors or sth. like that.
- Hydras: They are just completely useless offensively in most situations and get sooo easily hard-countered by Collossi - it's just not balanced anymore.
- Carriers: C'mon Blizzard - no1 uses them, there is obivously sth. wrong with them!


so basically:

- Buff Z
- Remove the stuff you don't use

Basically he said buff Z, HSM, And carriers, learn to read
~
kickinhead
Profile Joined December 2008
Switzerland2069 Posts
February 28 2011 15:29 GMT
#2680
On February 28 2011 23:57 dafnay wrote:
Show nested quote +
On February 28 2011 23:53 kickinhead wrote:
I really have no Idea what Blizzard is doing atm. cuz the balance-changes are just hilarious, there are soooo many obvious things Blizzard NEEDS to improve, yet they make those arbitrary changes no1 asked for...

What I think is just blatantly obvious and needs to be changed asap:

- Collossi VS Zerg: either buff corruptors or nerf Collossi, one of them just needs to be done!
- Neural parasite: Almost everyone agrees that the speel is too weak atm.
- Hunter Seeker Missile: Have we ever seen this one used in the last few months? Why doesn't Blizzard change it if it's obivously completely useless?
- Ultras are too weak
- Zerg T3 is extremely weak, especially with Ultras being nerfed and Broodlords aren't that good either against most Lategame-compositions. In addition to that, Zerg has the weakest Maxed out Army anyways.
- Protoss Deathball: Sth. needs to be done about Collossi+VR's+Stalkers, maybe buff Corruptors or sth. like that.
- Hydras: They are just completely useless offensively in most situations and get sooo easily hard-countered by Collossi - it's just not balanced anymore.
- Carriers: C'mon Blizzard - no1 uses them, there is obivously sth. wrong with them!


wtf? corrupt are already very effective against colossi -.-


Yes, if you build 20 Corruptors VS 5 Collossi, the Protoss doesn't know how to micro, has not enough VR's in his deathball and if you are willing to loose to the Protoss' ground army with nothing but corruptors left, then yeah - they are pretty effective.
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